Educational card game and related methods of use therefor

ABSTRACT

An educational card game is provided based on the traditional card games such as “War” or “Spades” utilizing cards having a value side and a non-value side. A value side may contain a value such as an integer where the non-value side may be blank or carry a graphic display such as a logo. The educational game may be a math game where the players reveal one of their respective cards at the same time during each round and the winner is determined by the player to first reveal the correct outcome of the agreed-upon mathematical operation. The winner of the game is the player with the most number of cards at the end of all the rounds of play according to one embodiment of the present invention.

This application claims priority to the following U.S. Provisional Applications, all of which are incorporated herein by reference:

U.S. Provisional Application No. 60/751,727, filed Dec. 19, 2005;

BACKGROUND OF THE INVENTION

The invention relates to playing cards that enable players to practice mathematical operations (e.g. addition, subtraction, multiplication, division, etc.) involving real numbers and integers based on traditional card games such as “War” and “Spades”.

SUMMARY OF THE INVENTION

Briefly, an educational card game and related methods of use therefore is provided based on the traditional card games such as “War” and “Spades” utilizing cards having a value side and a non-value side. A value side may contain a value such as an integer where the non-value side may be blank or carry a graphic display such as a logo. The educational game may be based on a mathematical rule, a language rule, a phonics rule, a vocabulary rule, or a memory association rule where two or more players simultaneously reveal one of their respective cards to show the value side (also known as the playing-face or the playing-side) during each round. The winner is determined by the player to first reveal the correct outcome of the agreed-upon educational principle. The winner of the game is the player with the most number of cards at the end of all the rounds of play according to one embodiment of the present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts the playing face or value-side of a sample playing card.

FIG. 2 depicts the non-value side or non-playing face of a sample playing card.

FIG. 3 depicts the corresponding board game to the educational card game according to certain embodiments of the present invention.

DETAILED DESCRIPTION

The present invention is directed to an educational card game and related methods of use therefore. The educational game may have numerous uses and applications, some of which are described hereinafter. However, the present invention, unless otherwise stated, is not to be construed to be limited to a container for a particular product or type of product.

According to an embodiment of the present invention, one purpose of the educational card game is to increase the recollection of the multiplication times tables through 12. Other embodiments of the educational card game would be to increase the recollection of addition, subtraction or division depending on the embodiment. These cards are also suitable for use in playing a variety of well known traditional card games which include War, Spades, Concentration, Twenty-One, and Solitaire.

The present invention can comprise of a set of cards comprising a total of fifty-four cards divided into five categories. According to certain embodiments, the categories are divided by color: red, blue, yellow, green and black. Four colors are chosen as primary categories where as each primary category has an equal number of cards. The fifth color represents a secondary category comprises a set of cards less in number of than those in the primary categories. Other designations for categories other than color such as logos, graphic designs, and textures are anticipated by the present invention.

For example, the colors red, blue, yellow and green are designated as the primary categories with thirteen cards of each color. Thus, the set of cards would comprise of thirteen cards red, thirteen cards blue, thirteen cards yellow, and thirteen cards green with the remaining two cards as black and representing wild cards.

The value-side (also known as the playing-face or the playing-side) of the card contains a singular value. In embodiments where the educational card game is based on mathematical operations, the value-side of the playing card contains a single numerical value such as a fraction or an integer or other numerical value. For example, the thirteen cards for each color may comprise of a “0” card, a “1” card, a “2” card, and so forth sequentially through a “12” card with a total number of thirteen cards labeled zero through twelve numerically per color. More advanced combinations of cards can be offered such as more cards or cards with higher numbers on them, such as the numerical representation of fifteen for example. Alternate combinations of cards can be offered such as decks with one hundred and one number of cards labeled zero through one hundred sequentially and numerically. Other embodiments may include fractions, integers or even non-numerical values such as alphabet letters or words or images. The value-side of a “wild card” will have the designation of “WILD CARD” or some other logo or design or indicia for the wild card designation.

To play the game, at least two or more players to play the game is required. The deck of cards is shuffled and dealt or otherwise distributed cards evenly to each player. Each player then places each set of said playing cards to be played faced down hiding said value to be shown when played. The game is played by playing a round where each player plays a card by simultaneously revealing said value from the card from their respective set of playing cards to reveal a numerical value. The players then apply a mathematical rule such as multiplication to the numerical values revealed from said played card. The player to first reveal the correct result wins the round. Revealing the correct result may be done so without limitation by saying the result, circling the correct value listed on a multiplication table, or running to a person to reveal the correct value. The player to first reveal the correct value wins the round and collects the played cards of that round from each of the other players. Verification of the correct value may be established by secondary sources such as a multiplication table or a calculator. In non-numerical versions, such sources could include but is not limited to dictionary or text books depending on the embodiment and the educational principle taught. Where a wild card is revealed, the wild card trumps or otherwise beats all other cards such that the holder of the wild card wins the round.

The game is won by the player having the most cards at the end of all rounds or being the last player to have any cards. In one embodiment, the players continue to play each round until no card remains to be played. In other embodiments of the invention, players continue to play a round by using the cards won from previous rounds and are eliminated from the game when a player has no cards remaining to play.

If there is a tie in a round, each player places down the next three cards and flips over the fourth card to reveal the playing side of the card simultaneously to play the value of the fourth card similar to a regular round. The player first reveals the correct result of the application of the mathematical rule wins that round, collecting the initial cards played plus the additional cards laid down and played in the tie breaker round. If there is another tie after the initial tie breaker, each player repeats the tie breaker round and continues doing so until the tie is broken. The eventual winner of the tie breaking round or rounds collects all cards involved. In certain embodiments, each player involved a tie simultaneously chants a previously agreed upon saying such as “I-De-clare-Math” or waits upon the occurrence of some agreed upon event or pre-determined time before engaging in the tie breaking round.

Subtraction Game

Where the mathematical operation in the educational card math game is subtraction, the subtraction of the game is exactly the same as the multiplication version above except the mathematical principle applied is subtraction and each player is to be mindful to always subtract the smaller from the larger number, unless each player agrees to allow for positive and negative integers numbers.

Addition Game

Where the mathematical operation in the educational card math game is addition, the addition part of the game is exactly the same as the multiplication version above except applying principles of addition rather than multiplication.

Division Game

Where the mathematical operation in the educational card math game is division, the division part of the game is exactly the same as the multiplication version above except principles of division are applied rather than multiplication. Furthermore, in the division game, each player can view the face of their own cards prior to playing them in a round and all zero numerical value cards are removed. The division embodiment of the invention is played similar to traditional card game of “Spades” where the number of players are divided up into teams.

Educational Card Game with Game Board and Game Pieces.

According to certain embodiments of the present invention, the educational card game is played by two players with a corresponding game board with game pieces. An example of a game board is shown in FIG. 3. Each player is assigned a unique game piece on the game board. In this embodiment, the educational card game is played until all rounds have been played without re-using or otherwise replaying any cards won from previous rounds to subsequent rounds. At the end of the game, each player then counts the number of cards collected from rounds won. The winner then advances their respective game piece on the game board by the difference of the number of cards of the winner and the number of cards of the other player. For example, if at the end of Card Game 1, Player 1 has sixteen number of cards and Player 2 has thirty-six number of cards, Player 2 advances by twenty moves (or places or spaces) on the game board. The players continue to play the educational card game until the first player's piece crosses the finish at which point that first player becomes the ultimate winner of the board game. The game can be played by two or more players.

Another secondary material other than game boards that could be integrated with the educational card game includes but is not limited to practice software that measures progress or in which players compete with keypads, etc.

Concentration Game

The traditional game of Concentration can be played. Cards are randomly laid face down as each player takes turn flipping two cards at a time in order to match numbers, or even colors. Once a match is made the player must correctly add or multiply the numbers in order to collect the cards. The player at the end of the game with the most cards wins. The game can be played by two or more players.

Counting Game. and the Alphabet Game

In The Counting Game, players would search within the deck for the card with the next number in sequence and place it on top in the appropriately colored stack. If the deck is unique and numbered sequentially, like 0 through 100, there is only one stack. The deck is divided amongst two or more players. Players would take turns until desired number they are counting to is reached. The player to get rid of his cards first wins the game. The game can be played by two or more players. When a player does not have the appropriate card to play at his or her respective turn, that player is skipped moving the play until the next player with the next correct sequential card has a card to play. The Alphabet Game would be played like The Counting Game. The deck would be unique with letters ranging from A to Z.

Greater Than/Less Than Game

Two versions of The Greater Than Less Than Game can be played very similar to War, like the Multiplication Version of game, where either 1.) the player who recognizes the higher (or lower) number wins, or 2.) the player who actually has the higher (or lower) number wins. Again, players would break ties like in the Multiplication Version while chanting “I De-clare Math.” If the players choose to play the Greater Than part of the game, the player who recognizes or actually has the lowest number wins the round. The player at the end of the game with the most cards wins the game. If the players choose to play the Less Than part of the game, the player who recognizes or actually has the lowest number wins the round. The player at the end of the game with the most cards wins the game.

The methods and educational principles described herein may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The foregoing embodiments are therefore to be considered in all respects illustrative and not meant to be limiting. 

1. A method of playing an educational math game comprising with two or more players comprising of: a. distributing an equal set amount of one-sided numerical value playing cards to each player; b. placing each set of said playing cards to be played faced down hiding said value to be shown when played; c. playing a round of said game by each player simultaneously revealing said value from the card from their respective set of playing cards to reveal said value; d. applying a mathematical rule to said value revealed from said played card; e. revealing a correct result of said mathematical rule to said value played; f. determining a round winner of said round by identifying said player to first correctly reveal said correct result of said round; and g. transferring said revealed cards from each player to said winner of said round to a collected set of won cards.
 2. The method of claim 1 further comprising: a. playing a subsequent round by revealing the next hidden value card from said playing cards faced down to be played; and b. repeating further subsequent round until no hidden value card remains from said playing cards faced down to be played.
 3. The method of claim 2, further comprising of: a. hiding said value of cards from said collected set of won cards; b. transferring said hidden value of said collected set of won cards to a subsequent set of said playing cards; and c. playing one or more rounds until no cards remain from said subsequent set of said playing cards.
 4. The method of claim 2 where a winner is determined by the player having a most number of cards at the end of all said further subsequent rounds have been played.
 5. The method of claim 3 where a winner is determined by the player having a most number of cards at the end of all said further subsequent rounds have been played.
 6. The method of claim 3 further comprising of eliminating said each player when no cards remain in the set of said playing cards and any said subsequent set of said playing cards.
 7. The method of claim 6 further comprising by determining a game winner by eliminating all other players.
 8. A method of playing an educational memory game comprising with one or more players comprising of: a. distributing an equal set amount of one-sided value playing cards to each player; b. placing each set of said playing cards to be played faced down hiding said value to be shown when played; c. playing a round of said game by each player simultaneously revealing said value from the card from their respective set of playing cards to reveal said value; d. applying a educational rule to said value revealed from said played card; e. revealing a correct result of said educational rule to said value played; f. determining a round winner of said round by identifying said player to first correctly reveal said correct result of said round; and g. transferring said revealed cards from each player to said winner of said round to a collected set of won cards.
 9. The method of claim 8 where the educational rule may comprise of a mathematical rule, a language rule, a phonics rule, a vocabulary rule, or a memory association rule.
 10. The method of claim 4 further comprising: a. Calculating a value from the difference of the number of cards by the game winner and the number of the cards of a non-winning player, b. Advancing a number of spaces on a game board by a designated player game piece on said card game winner based on said calculated value, and c. Repeating said method and steps (a) and (b) recited herein until a first player crosses a threshold point on said game board by said designated player game piece thereby winning said board game.
 11. A method of playing an educational sequential game comprising with two or more players comprising of: a. distributing an equal set amount of one-sided value playing cards to each player; b. placing each set of said playing cards to be played faced down hiding said value to be shown when played; c. initiating said game by revealing a first card by a first player to begin a round; d. a next player playing and continuing said round by revealing a correct sequential card; and e. repeating rounds until a winner is determined by a first finishing player that is the first to have no remaining cards to play. 